301 lines
8.4 KiB
C++
301 lines
8.4 KiB
C++
#pragma once
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#include "../milesLib/Type.h"
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#include "RaceMotionDataEvent.h"
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class CRaceMotionData
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{
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public:
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enum EType
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{
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TYPE_NONE,
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TYPE_WAIT,
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TYPE_MOVE,
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TYPE_ATTACK,
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TYPE_COMBO,
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TYPE_DAMAGE,
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TYPE_KNOCKDOWN,
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TYPE_DIE,
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TYPE_SKILL,
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TYPE_STANDUP,
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TYPE_EVENT,
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TYPE_FISHING,
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TYPE_NUM,
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};
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enum
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{
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SKILL_NUM = 255,
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};
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enum EMode
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{
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MODE_RESERVED,
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MODE_GENERAL,
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MODE_ONEHAND_SWORD,
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MODE_TWOHAND_SWORD,
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MODE_DUALHAND_SWORD,
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MODE_BOW,
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MODE_FAN,
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MODE_BELL,
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MODE_FISHING,
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MODE_HORSE,
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MODE_HORSE_ONEHAND_SWORD,
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MODE_HORSE_TWOHAND_SWORD,
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MODE_HORSE_DUALHAND_SWORD,
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MODE_HORSE_BOW,
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MODE_HORSE_FAN,
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MODE_HORSE_BELL,
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MODE_WEDDING_DRESS,
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MODE_MAX_NUM,
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};
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enum EName
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{
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NAME_NONE, // 0 없음
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NAME_WAIT, // 1 대기 (00.msa)
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NAME_WALK, // 2 걷기 (02.msa)
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NAME_RUN, // 3 뛰기 (03.msa)
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NAME_CHANGE_WEAPON, // 4 무기바꾸기
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NAME_DAMAGE, // 5 정면맞기 (30.msa)
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NAME_DAMAGE_FLYING, // 6 정면날아가기 (32.msa)
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NAME_STAND_UP, // 7 정면일어나기 (33.msa)
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NAME_DAMAGE_BACK, // 8 후면맞기 (34.msa)
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NAME_DAMAGE_FLYING_BACK, // 9 후면날아가기 (35.msa)
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NAME_STAND_UP_BACK, // 10 후면일어나기 (36.msa)
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NAME_DEAD, // 11 죽기 (31.msa)
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NAME_DEAD_BACK, // 12 후면죽기 (37.msa)
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NAME_NORMAL_ATTACK, // 13 공격 (20.msa)
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NAME_COMBO_ATTACK_1, // 14 콤보 공격
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NAME_COMBO_ATTACK_2, // 15 콤보 공격
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NAME_COMBO_ATTACK_3, // 16 콤보 공격
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NAME_COMBO_ATTACK_4, // 17 콤보 공격
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NAME_COMBO_ATTACK_5, // 18 콤보 공격
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NAME_COMBO_ATTACK_6, // 19 콤보 공격
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NAME_COMBO_ATTACK_7, // 20 콤보 공격
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NAME_COMBO_ATTACK_8, // 21 콤보 공격
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NAME_INTRO_WAIT, // 22 선택화면 대기
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NAME_INTRO_SELECTED, // 23 선택화면 선택
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NAME_INTRO_NOT_SELECTED, // 24 선택화면 비선택
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NAME_SPAWN, // 25 소환
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NAME_FISHING_THROW, // 26 낚시 던지기
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NAME_FISHING_WAIT, // 27 낚시 대기
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NAME_FISHING_STOP, // 28 낚시 그만두기
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NAME_FISHING_REACT, // 29 낚시 반응
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NAME_FISHING_CATCH, // 30 낚시 잡기
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NAME_FISHING_FAIL, // 31 낚시 실패
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NAME_STOP, // 32 말 멈추기
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NAME_SPECIAL_1, // 33 몬스터/NPC 특수 동작 (24.msa)
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NAME_SPECIAL_2, // 34 몬스터/NPC 특수 동작 (25.msa)
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NAME_SPECIAL_3,
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NAME_SPECIAL_4,
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NAME_SPECIAL_5,
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NAME_SPECIAL_6,
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NAME_SKILL = 50,
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NAME_SKILL_END = NAME_SKILL+SKILL_NUM,
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// CLAP
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NAME_CLAP,
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// CHEERS
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NAME_CHEERS_1,
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NAME_CHEERS_2,
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// KISS
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NAME_KISS_START,
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NAME_KISS_WITH_WARRIOR = NAME_KISS_START + 0,
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NAME_KISS_WITH_ASSASSIN = NAME_KISS_START + 1,
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NAME_KISS_WITH_SURA = NAME_KISS_START + 2,
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NAME_KISS_WITH_SHAMAN = NAME_KISS_START + 3,
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// FRENCH_KISS
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NAME_FRENCH_KISS_START,
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NAME_FRENCH_KISS_WITH_WARRIOR = NAME_FRENCH_KISS_START + 0,
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NAME_FRENCH_KISS_WITH_ASSASSIN = NAME_FRENCH_KISS_START + 1,
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NAME_FRENCH_KISS_WITH_SURA = NAME_FRENCH_KISS_START + 2,
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NAME_FRENCH_KISS_WITH_SHAMAN = NAME_FRENCH_KISS_START + 3,
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// SLAP
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NAME_SLAP_HIT_START,
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NAME_SLAP_HIT_WITH_WARRIOR = NAME_SLAP_HIT_START + 0,
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NAME_SLAP_HIT_WITH_ASSASSIN = NAME_SLAP_HIT_START + 1,
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NAME_SLAP_HIT_WITH_SURA = NAME_SLAP_HIT_START + 2,
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NAME_SLAP_HIT_WITH_SHAMAN = NAME_SLAP_HIT_START + 3,
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NAME_SLAP_HURT_START,
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NAME_SLAP_HURT_WITH_WARRIOR = NAME_SLAP_HURT_START + 0,
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NAME_SLAP_HURT_WITH_ASSASSIN = NAME_SLAP_HURT_START + 1,
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NAME_SLAP_HURT_WITH_SURA = NAME_SLAP_HURT_START + 2,
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NAME_SLAP_HURT_WITH_SHAMAN = NAME_SLAP_HURT_START + 3,
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NAME_DIG,
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NAME_DANCE_1,
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NAME_DANCE_2,
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NAME_DANCE_3,
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NAME_DANCE_4,
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NAME_DANCE_5,
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NAME_DANCE_6, // 강남스타일
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NAME_DANCE_END = NAME_DANCE_1 + 16,
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NAME_CONGRATULATION,
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NAME_FORGIVE,
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NAME_ANGRY,
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NAME_ATTRACTIVE,
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NAME_SAD,
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NAME_SHY,
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NAME_CHEERUP,
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NAME_BANTER,
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NAME_JOY,
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NAME_MAX_NUM,
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};
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enum EMotionEventType
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{
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MOTION_EVENT_TYPE_NONE,
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MOTION_EVENT_TYPE_EFFECT,
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MOTION_EVENT_TYPE_SCREEN_WAVING,
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MOTION_EVENT_TYPE_SCREEN_FLASHING,
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MOTION_EVENT_TYPE_SPECIAL_ATTACKING,
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MOTION_EVENT_TYPE_SOUND,
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MOTION_EVENT_TYPE_FLY,
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MOTION_EVENT_TYPE_CHARACTER_SHOW,
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MOTION_EVENT_TYPE_CHARACTER_HIDE,
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MOTION_EVENT_TYPE_WARP,
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MOTION_EVENT_TYPE_EFFECT_TO_TARGET,
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MOTION_EVENT_TYPE_MAX_NUM,
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};
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typedef struct SComboInputData
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{
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float fInputStartTime;
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float fNextComboTime;
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float fInputEndTime;
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} TComboInputData;
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typedef struct NMotionEvent::SMotionEventData TMotionEventData;
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typedef struct NMotionEvent::SMotionEventDataScreenWaving TScreenWavingEventData;
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typedef struct NMotionEvent::SMotionEventDataScreenFlashing TScreenFlashingEventData;
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typedef struct NMotionEvent::SMotionEventDataEffect TMotionEffectEventData;
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typedef struct NMotionEvent::SMotionEventDataFly TMotionFlyEventData;
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typedef struct NMotionEvent::SMotionEventDataAttack TMotionAttackingEventData;
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typedef struct NMotionEvent::SMotionEventDataSound TMotionSoundEventData;
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typedef struct NMotionEvent::SMotionEventDataCharacterShow TMotionCharacterShowEventData;
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typedef struct NMotionEvent::SMotionEventDataCharacterHide TMotionCharacterHideEventData;
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typedef struct NMotionEvent::SMotionEventDataWarp TMotionWarpEventData;
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typedef struct NMotionEvent::SMotionEventDataEffectToTarget TMotionEffectToTargetEventData;
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typedef std::vector<TMotionEventData*> TMotionEventDataVector;
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public:
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static CRaceMotionData* New();
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static void Delete(CRaceMotionData* pkData);
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static void CreateSystem(UINT uCapacity);
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static void DestroySystem();
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public:
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CRaceMotionData();
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virtual ~CRaceMotionData();
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void Initialize();
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void Destroy();
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void SetName(UINT eName);
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UINT GetType() const; // 모션 타입 얻기
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bool IsLock() const; // 락된 모션 인가? (다른 모션에 캔슬되지 않음)
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int GetLoopCount() const;
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const char * GetMotionFileName() const;
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const char * GetSoundScriptFileName() const;
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void SetMotionDuration(float fDur);
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float GetMotionDuration();
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bool IsAccumulationMotion();
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void SetAccumulationPosition(const TPixelPosition & c_rPos);
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const TPixelPosition & GetAccumulationPosition() { return m_accumulationPosition; }
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BOOL IsComboInputTimeData() const; // 콤보 입력 타이밍 데이터가 있는가?
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float GetComboInputStartTime() const;
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float GetNextComboTime() const;
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float GetComboInputEndTime() const;
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// Attacking
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BOOL isAttackingMotion() const;
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const NRaceData::TMotionAttackData * GetMotionAttackDataPointer() const;
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const NRaceData::TMotionAttackData & GetMotionAttackDataReference() const;
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BOOL HasSplashMotionEvent() const;
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// Skill
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BOOL IsCancelEnableSkill() const;
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// Loop
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BOOL IsLoopMotion() const;
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float GetLoopStartTime() const;
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float GetLoopEndTime() const;
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// Motion Event Data
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DWORD GetMotionEventDataCount() const;
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BOOL GetMotionEventDataPointer(BYTE byIndex, const CRaceMotionData::TMotionEventData ** c_ppData) const;
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BOOL GetMotionAttackingEventDataPointer(BYTE byIndex, const CRaceMotionData::TMotionAttackingEventData ** c_ppMotionEventData) const;
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int GetEventType(DWORD dwIndex) const;
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float GetEventStartTime(DWORD dwIndex) const;
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// Sound Data
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const NSound::TSoundInstanceVector * GetSoundInstanceVectorPointer() const;
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// File
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#ifdef WORLD_EDITOR
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bool SaveMotionData(const char * c_szFileName);
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#endif
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bool LoadMotionData(const char * c_szFileName);
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bool LoadSoundScriptData(const char * c_szFileName);
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protected:
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void SetType(UINT eType);
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protected:
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UINT m_eType;
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UINT m_eName;
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BOOL m_isLock;
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int m_iLoopCount;
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std::string m_strMotionFileName;
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std::string m_strSoundScriptDataFileName;
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float m_fMotionDuration;
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BOOL m_isAccumulationMotion;
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TPixelPosition m_accumulationPosition;
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BOOL m_isComboMotion;
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TComboInputData m_ComboInputData;
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BOOL m_isLoopMotion;
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float m_fLoopStartTime;
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float m_fLoopEndTime;
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BOOL m_isAttackingMotion;
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NRaceData::TMotionAttackData m_MotionAttackData;
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BOOL m_bCancelEnableSkill;
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TMotionEventDataVector m_MotionEventDataVector;
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NSound::TSoundInstanceVector m_SoundInstanceVector;
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private:
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BOOL m_hasSplashEvent;
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protected:
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static CDynamicPool<CRaceMotionData> ms_kPool;
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}; |